Wellington, New Zealand
Effective and versatile product manager who brings out the best in teams so that we can be successful in the art of creating and live operating amazing video games. I specialise in free to play mobile games, but have experience in most platforms including PlayStation 4, Xbox One, Nintendo Switch and Steam.
Product Manager on the following titles: Rival Stars Horse Racing on iOS, Android, Steam (Feb 2017 - March 2020) Phar Lap Horse Racing Challenge on PlayStation 4, Xbox One and Nintendo Switch (Feb 2017 - June 2019) Into the Dead 2 (April 2020 - October 2020) + more!
I took a year off to be part of an internship program with my church. I wanted to spend one year serving God full-time in whatever way I could. Due to my skillset, my main role was to design and create digital media for use in our church services and conferences. I was mainly involved in video production, which included filming, editing, directing and post effects. I was a bit of a noob at first, but it is amazing what Google can teach you. I filmed mostly with a Canon 7D and did most of my work using the Adobe Create Suite. A highlight of this year was probably just a month in. The Christchurch earthquake had just taken place, and it was just awesome that I was in a position where I could help in a practical way. I was involved in the simple task of packing boxes (ironically in the baby department - so not my area of expertise) and loading them onto a container that we were sending down. It was just awesome to be able to work with amazing people from all over Wellington, who came in to help pack boxes or simply wanted to donate supplies. Overall it was one of the most exhilarating and fulfilling years of my life. It awesome to see God working in the lives of people and the church, and how He brings plans together. One of the lessons that I've got from this experience is that I can do all things through Christ who gives me strength.
This job started with my lead teaching me how to write scripts in MEL and figuring out what being a Technical Artist meant at Sidhe. It then quickly progressed to writing scripts and tools for artists to help them get work done faster. And somewhere along the line, we picked up Python too! We babysat our content pipeline through various changes that came our way. We integrated our pipelines with engines such as Gamebryo and PhyreEngine. We made sure assets were optimised for different platforms - PS3, Xbox 360, Wii and mobile. We wrote and hacked apart multiple Maya exporters so our content will come out just the way we like it. We then started to leave the comforts of Maya and poked our noses to other areas of the asset pipeline. I started getting a little more involved in tool development in C#. I also started to dip my toes into the data build process and made friends with SCons. And here is the more official looking list: - Writing scripts and tools to improve the process of content creation using MEL, Python and C++. - Providing solutions for art so content will be as optimised as possible, while maintaining its visual integrity. - Liaising and ensuring smooth communication between artists and coders. - Providing technical support for artists if the need arises.